Now, before I go on to talk about my issues with the game, I will say I overall enjoyed my time with the game. The core loop of simply delivering packages was a great "turn-your-brain-off" distraction after a particularly long day. Having each system in the map get checked off after completing the assignments was nice and fulfilling, sometimes pushing me to go "just one more system...". For a podcast-able game, I never once podcasted(?) just because the tracks by the BPM composers was too fitting to pass up. The characters I came across in my first playthrough were fun to interact with, especially once you have a full crew assembled and they start interacting with each other. Also NYUFFLES Now then, There are many systems in the game which could vastly do with QoL improvements. First would be the crew system. To start, you can only get 5 of the 9 possible companions in the game on your first run. I struggle to think of a reason for restricting your party. Considering that some characters have passives of varying degrees of usefulness, getting a character you don't need or want can hurt your drive to continue on. Even a rotating party system would have been alright if the concern revolved around having too many people in the crew. This is made more frustrating to deal with due to the fact that there is some degree of RNG required in order to run into certain characters. Rather than providing all the story and interactions the game has to offer upfront, it forces multiple playthroughs to see all the characters stories, if you can manage to mitigate some of the RNG in finding them. This is ok in rogue-likes where your runs are an hour max. However, when your "run" is tens of hours like in this game, it is very much de-incentivizing to continue past the ending. It's such a shame too because with how much time and effort put into giving these characters life, some of them will never be seen or even known about because you simply won't encounter them in a single playthrough. Romances, for the waifu/husbando fans out there, is present but unfortunately tied to a "Personality" system. Rather than have a complex dialogue tree, which would understandably be a lot of work, it's kind of pre-chosen based the personality you choose for your character at the start. It appears that it largely affects who you can romance. Tieing in to the previous point, if you manage to find a character you might be interested in romancing, you better hope you have the right personality that meshes well with them. The world is cute at first but quickly reveals itself to be highly repetitive and empty. I could easily be convinced that there's less than 100 living beings in this universe with how empty it is. While it's understandable that designing that many rando NPCs you never talk to is pointless, it would certainly give some much-needed life to the universe. All that exists in Civilized planets are a portion of the pool of potential Essential Shops that are needed either for crew requests, side missions, or main missions. The uncivilized planets are just rocks and plants with little variety beyond crashed ship parts or the slimes sliming around. I would personally be more interested in seeing a hand-crafted universe in a single playthrough rather than a procedural universe where everything is basically the same and getting little out of it. Progression is what needs the biggest revamp. In a given system, there's 3 missions (drawn from the game's larger pool of missions) that you can complete. Sometimes you'll get an easy one like flying through a cloud and there's one easily available. However, a pair of conflicting missions, boarding derelicts and answering distress calls, can get easily tiresome if you have one of the two as missions. This is because you'll detect one of the two by RNG, which you means it's possible to have a board derelict mission but constantly be bothered by distress calls, resulting in you flying back and forth hoping to find it. A toggle to disable or auto-turn the one you don't need would be immensely welcome. And have mercy if you get saddled with a "Get rid of slimes" distress call because you'll have to chase down these slimes (adorably named Zoobs) while dealing with a slowdown caused by their leftovers. Even by the end of the game, this is such a chore. I didn't feel any sort of progression in getting better at these tasks. Instead of lasering multiple rocks in a row, you stay lasering a single rock at a time. Instead of having "Zoob-immune" shoes to walk normally through their remains, you have to endure the slow-down and hope they come towards you. Although Yahtzee has identified and implemented some QoL like running and PDA detectors, there is far more work to be done. Despite these reasons (and more), I am satisfied with my purchase of SSV. After a long work day and feeling just unable to engage with something like BG3 or Elden Ring, I'm glad I was able to turn to SSV to just unwind from the day. In it's current state, however, I don't see myself revisiting it in the near future. Regarding my listed issues, it is worth noting that Yahtzee did reflect in his post-mort video about the need for playtesters, which would have revealed a majority of my frustrations with the game. If Yahtzee comes back for an overhaul 2.0, I could see new life being breathed into this game. Understandably, this is a bit more a side thing and he's already looking at other projects so realistically, this might be it. Fair enough, sometimes, we just feel the need to move on, leaving behind what we know in favor of experimenting and seeing what lies just a little further ahead.
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